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BRASS, SHINY! 

TEAM CHARACTERS & THEIR CARDS (last is Reserve):

BRASS         7-5-6-3 (21)
   Computer Tracking, Armored Powerhouse [OPD], Weapons Array [OPD]

SENTINELS     7-5-7-1 (20)
   Master Mold x 3, Robot Mentality, Nimrod [OPD], 7S-EF Teamwork

THE REAVERS   5-7-6-3 (21)
   Donald Pierce x 4, Bone Breaker, Skull Buster, Pretty Boy [OPD],
   7F-SE Teamwork

MORPH         1-6-3   (10)
   Substitute Death
TEAMWORKS:

6E-SF, 7E-SF, 6F-SE, 6S-EF
POWER CARDS:

7A, 7E x 3, 6A, 6S x 2, 5M, 5A, 5F, 4M (noI) x 3, 3F, 3S x 2, 2E x 3,
1M (noI) x 2
MISSION & EVENTS:

ASSAULT ON ONSLAUGHT
   On The Move (No Intellect Power cards may be played)
   Any Mission To Save The World (After Venture, if one player draws or
         discards cards, then other player must draw or discard an equal
         number of cards)
HOMEBASE:

OMNIVERSE (Opponent's Team is -1 to Venture Total)
BATTLESITE, ACTIVATORS & SPECIALS:

CODA ISLAND
   Grunge x 3: Danger Seeker (KC) [OPD], Dense (LO), Lover Boy (MD)
   Fairchild x 3: Fist Full Of Danger (JC), Level-Headed Leader (DB),
                  Pure Muscle (MR)
   Zealot x 2: WildC.A.T. (AD), Clef Blade (EM)
   Grifter x 2: Coda Training (AA), Team 7 (MA)
   Beyonder
 


C O N C E P T :

To put it simply: I LOVE BRASS!!! I was impressed when I first 
saw advertisements for the comic book, I loved the character's 
look and story after I read all three issues of the mini-series 
(his only real comic adventure that I know of), and I had to 
play his Hero on an OverPower team as soon as I got him. I was 
using him even before his Specials were released, albeit in 
Reserve, but have found even greater use for him, on the Front 
Line, now that he's got his own moves. I can't wait for the day 
that ROM: Spaceknight gets a Hero card and he and Brass become 
Teammates...oh, yes, that day will come.

S T R A T E G I E S :

Brass has the one COMPUTER TRACKING as a "anti-shift" screw 
against FF/Vertigo opponents (not too prevelant in my playing 
area these days, I usually end up putting this on Neron so his 
CT is useless), but any more than that in the deck would cripple 
itself against non-shifting teams. Play your one shot very, very 
carefully (end of battle or after a Negate is used) if you need 
it to take out Marauders or Mr. Fantastic. FAIRCHILD'S PURE 
MUSCLE happens to be in the deck as an "anti-shift" backup, but 
is actually more there to allow a third Activator to stretch 
odds of having one of her other cards when they are needed.

One of the hardest combos to pull off but definitely very 
satisfying when successful is the ARMORED POWERHOUSE - 2 ENERGY 
KNOCKOUT. I suggest trying to finesse the opponent's defense out 
early and saving the Armored Powerhouse as a final attack of a 
Battle, then playing a 2E as a Teamwork follow-up late in the 
following Battle.

Get DANGER SEEKER into play as soon as you can onto Brass, and 
start using the bonus to block with low level Power cards so you 
can attack with your high ones. His Teammates can defend him 
with their MASTER MOLDS and NEGATES (which should also be used 
to prevent the opponent from negating Danger Seeker), he can 
play all of the Power cards in the deck, he's got the fewest 
number of Special cards, and so what if you have to let him get 
Knocked Out. Save FAIRCHILD'S FIST FULL OF DANGER so Sentinels, 
Reavers, or Morph (!) can launch his 11 MULTI after the fact.

Use SUBSTITUTE DEATH to bring back Sentinels or Reavers after 
they get KO'd. Even I would have to say, don't waste it on 
Brass, he doesn't have enough cards in the deck to make it 
worthwhile. If you've played all of Reavers's Specials, then 
Sentinels would definitely be the better choice to go into the 
Power Pack with, since they are the only Character that can play 
all of your Power cards.

I wish I had some brilliant advice on how to best prepare for 
the ANY MISSION EVENT, but I think I just needed a 56th card and 
decided to give this one a shot. I don't recall it ever being 
extremely useful, maybe it delayed my opponent from playing a 
"Draw 3" until a following battle once. Try to use your 
Battlesite's DENSE and CLEF BLADE...some other Battle. Yeah, 
that's the ticket.

Any time I don't need the Intellect icon, I'll use the old 
MultiPower Power cards that only have Energy-Fighting-Strength 
on them. This is insurance that an opponent using Grunge won't 
be able to defend these crutial KO attacks with his Dense "avoid 
an Intellect icon" Special.

T W E A K S :

Replace the Any Mission Event with something. Take Pretty Boy 
out if your regular playing partners don't play with Negates 
very often (meaning your Danger Seeker ploy will definitely work 
and The Reavers may never need to worry about getting attacked).


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The Overpower Dojo© 1998 Moses Liskov. Please report bugs or problems to mango_juice@yahoo.com.


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